#avatar-help
1 messages · Page 154 of 1
vrm converter in unity = 💩
i crash out on the vrm converter
I have blender 4.5.0 and it works well, you just need the appropriate plugin versions
plug in versions?
id use blender 4.2 + 4.2.x.x cats , then its a few clicks and your visemes / optimized easy - questies need to do the knife tool alot since they like using cutout materials
so i download blender 4 .2?
Sure
or 45
I haven't noticed anything wrong with 4.5 yet, but I also don't use cats.
You can go 4.2 just to be sure, you don't miss on a lot
havnt tested my plugins wich might hate newer versions
4.5 is still on alpha just like cats for 4.5
First link you can with the blue button, second one :
- download .zip
- don't unzip it
- in blender go into Edit > Preferences
- Add-ones
- Top right down arrow > install from disk
- Pick the .zip file
Restart blender, press N
CATS > Quick Access > Import Model
Then you should look at a tutorial for the next steps about optimizations and fixes. Eliot Lynx did an up to date one but I recommend using more than one source to gather more info
CATS? there is no CATS when i press N only transform
here right?
Yeah
and then i just click import model right?
Yesssss
getting old, so might look abit different now - click things in cats
some other youtube vids out there
generate visemes , rotate eyebones , atlas ( depends on what you want to do but can always seperate that later ) , export to unity
do you know if theres a good way to get accesoirs for my models?
Some other optional fixes are :
- Straightening shoulder bones and/or half their size to avoid saggy shoulders
- Spread the legs a little bit to avoid the pp pose
- Lower and straighten the foot bones to avoid kinda floating
- Export without "Add Leaf Bones" in "Armature"
i added a plushie asset and i think it broke my shaders?? the body and wings became much darker,how to fix?? i checked which shaders are picked and all are the same
Is there a light within the plush asset/scene?
complicated
my head is exploding rn
Doing mmd conversions?
I have no fear
mmd
One fear
nah i just want to use my model in vrchat thats all and i dont know how to export vrm right
Vrm?
because all fckin youtube pple yapp about "drag and drop in blender" andf me be like "IF YOU MAKE A TUTORIAL THEN SAY POSSIBLE FIXES FOR PROBLEMS"
VROID models
im cryng
Vroid is tricky and something I never touch
what do you use?
Booth/Nexxyy
Buying assets help a lot in the long run, it's already set up!
Sometimes...
buyng assets?
payng money for digital stuff
It's artwork but you know
i personally would never do that
You don't consider digital media ; artwork?
work with models awhile you will know why they cost, this is hour/weeks/months of work sometime
if i want artwork i just draw it myself
^
ik what it is
longest ive spend was 3 weeks on one, and if i were to get paid thats about 5000$~
If you want an easier model workaround support artists!
im looking for it but i dont think so,theres materials,prefabs,fbx,scene(but theres only the model there) and textures
do i need to do smthn here?
That's very strange... Did you create a back up of the project before import?
no 💔
Uh oh...
Only way to revert shaders before import is a backup
found out if i lower the mask to 0 it goes back to normal kinda?
where or when does it say this?
why does the mask affect it and why did it change?? istg unity..
after i click "import VRM"
and selected the first vrm file
to use model in vrchat
how that
there was just discussion about this
LOL
(srry for dumb question im extremely new to that)
theres so much stuff here its easy to get confused atleast for me
there's a vrm importer plugin for blender, do that, fixup the model (the internet has tutorials), export fbx into unity.
i dont even get the model seeable in unity
Patience is key with tutorials
unity is bs
i imported my VRM into blender
already
good
what now
points at "the internet has tutorials"
character ai type shit response
Yes, but I can't hold your hand and walk you through this.
time to watch ~ hours of tutorials when you get it to unity - few want to go through every step
I can make suggestions though.
every fckin youtuber yapps about unity
Yes
Well you see
unity doesnt even register the model by me
This is how models are imported into vrchat!
did you install some kind of vrm importer plugin?
(again, don't go this way)
uhh i used the tutorial from syafire
CATS supposedly
I meant into unity, and also cats is not a vrm importer plugin for blender.
unity idont think so
good, don't
so if you are trying to put a vrm into unity without that, it won't work.
Again, go from vroid to blender to unity.
this is my list
Beep
ah you do have a VRM thingy.
yea
and it still doesnt recognises the VRM model
do i do anything wrong?
Again, we do not suggest doing that, we suggest importing the vrm into blender and exporting a fbx from there into Unity.
ah ok so i export the vrm model into an fbx and THEN importing the fbx?
alright i exported into an FBX file now
do i just need to drag and drop the FBX file into unity now?
there are many tutorials for this next part, and I personally don't drag and drop, so uhh.. I guess?
how do you do it then instead of drag and dropping?
I save the file from blender where I want it, or I move/copy via command prompt (I'm a Linux user)
second linux user i ever saw in my life
weird.
command prompt?
command shell? terminal?
nevermind, it's not relevant to you
prolly linux feature
windows too, but nothing to do with avatar help anyway.
the fire isnt working ingame, anyone knows how to fix?
you'd have to provide some detail, this image doesn't tell us anything
is it normal that everything is white ?
why do you have 15 materials
right but what turns it on? some toggle? animation layer? explain how this works.
dunno it just came with it
its a normal bool on off toggle
are you trying to look at it through the mirror or something
ooh good question
yeah
yeah by default particle renders are front only, so you won't see it in a mirror
your particles arent double sided
ah okay
how do i fix all white ?
have you considered using the camera to look
do you even have textures
well yeah
then just apply the textures onto the materials?
this here is my character i try to import
and vrm files dont work smh
by me when i try to drop em into unity
it says i need an prefab file
not sure why you are still using a vrm file, but show us that error
where did you even get the avatar
made it in VROID
you need it to be an fbx not vrm
myself
well i exported the vrm to an FBX throuhg blender and nows everything is white
well did you also import the textures into unity
drag in the image files?
(im pretty new to this stuff for context)
also probably shouldnt have it take up 15 material slots for no reason
thats how textures work?
where can i find em
wdym ripped
imported the model into blender throuhg an vrm file
because VROID only gives VRM files
as far i know
yes, so I'm not sure why you keep talking about the vrm file in unity
what do you expect if you never imported the image files
im beyond confused as how blender or unity expects me to get them
in blender everything is alright
ohhhhhh these here right?
those are materials
which tab is that within blender?
uv or texture paint
export each image?
export em? theres no button for it by me
is there a save option?
I still need help with this
yes
save as is basically export
ah ok
I'm not sure I understand what you're trying to do here
do i click save or save as?
which do you want to do?
the ones i need
the difference between those two options is basic computer stuff.
i know but what do i need to select to get these materials on my character
are you trying to get texture images into materials? Put those textures into your Unity project.
I have a menu of dresses that work already as the int multiple toggles but the thing is i have another submenu that is the nightwear and i had to change the previous but basically when i turn off either or off the dresses it uses the parameter behavior to the nightwear
alright
how many are there usually?
whats an string
They r probably using the same parameter, which is why they’re messing with each other. Just give the nightwear its own separate parameter or combine everything under one int with different values for each outfit so they don’t conflict.
Well atm they dont have the parameter. The nightwear goes as a spicy mode when turned off in its own submenu so the dresses submenu toggles is to prevent that when the dresses get turned of it automatically goes to the nightwear parameter behavior
into the appropriate slots in your materials
slots?
are you trying to do this having never watched a tutorial or something?
well as i said im new so ofc not
and every other tutorial complicates everything even more
ok well again, I'm not going to hold your hand and walk you through the basics here. maybe some else can. I'm happy to occasionally make suggestions and provide hints and such, but basics like this are thoroughly covered in tutorial videos and the Unity and VRChat documentation.
What's a good starting point for those interested in adding face tracking to a avatar?
aight
Thank
is it normal that its like this tho? i cant edit them manually
Yes, those materials are the ones embedded in the FBX, they can't be edited. You'd have to make new ones and drag those into the appropriate slots either in the model itself (in the materials tab) or into the mesh renderers in the hierarchy when you put your model there.
so i just create an new material fodler there?
you can make whatever folders you want
Just click on the fbx file and go to materials tab
Theres an extract materials button
unity
will do
you didnt do the atlas step - wich make it 'fun' to add all the textures to materials after
atlas?
Combine textures
Whatever folder
where in your project that you put files is entirely up to you
Just drag and drop
To fix that, you need to either set a default fallback to "none" instead of nightwear, or use a condition to stop nightwear from turning on unless it's toggled directly. Giving nightwear its own parameter helps avoid this too.
If the avatars are made by someone else they either got banned or the avatars were privated
public avatars might be removed at any time
how do i make my avatar now use the exported materials
You might as well have to watch this video https://www.youtube.com/watch?v=rRAnDMUbWt8
thx
much appreciated
Can anyone help with animated toggles for my avatar??? I have an animation that only shows the first frame when toggled and I’ve searched everywhere and have no idea what’s wrong 💔 I can show how the animation is supposed to look like if needs be
So they arent your avatars
It really depends on how you made the toggle. You have to post more detail how you made it.
Yess finally
thank you SO much
your model is really good
its also based on my OC character
Basically the toggle is an int. The animation is basically transforming a separate mesh from the main avatar in a cycle. If there’s more information I need to provide I can find it
You should screenshot the animator layer for that toggle first.
Oki will do
got a little design problem ,do i need to do it allover again?
hello quest shader with no cutout - blender knife tool its easy to mess up weight painting if you create a new vertice (dont)
if its for pc use a cutout shader
wdym
where can i ifnd it
find material (looks like spheres) change it to one that support cutout ( poi / liltoon for pc - quest none )
how do i reset camera in blender
What does it mean by "resetting"?
exactly what i say
I don't know what that means either.
There is no resetting so that doesn't make sense.
bro...the camera position
yes but where do you think 'reset' would be?
to put it back where it was at the beginning
also what's the camera? You mean the viewpoint?
yea
cameras are specific things.
also I'm not sure there's really a "where it was in the beginning"
but if you look in the view menu under "viewpoint" maybe those work for you
yeah i mean viewpoints
Ok, I got a weird question-- I bought an avatar and loaded it into Unity to upload. I chose to edit it a little to suit my personal tastes, and have noticed that in the Inspector window in the Animator block, under Controller, what's listed is "Missing (Runtime Animator Controller)". not "None", not Fx or VRFuryFX or GoLocoFX or the avatar's personal FX file, Missing.
Now this is easy to fix, that's not what I'm asking. My question is, how big of a deal with this, and can it cause me problems with edits like I wanted? Or can I just blur over it without noticeable consequences?
for VRChat, that is not used by the game, only for when you are working with animations in Unity. So it shouldn't matter, but you can easily just clear out that slot too.
I ask because it seems to matter when editing, say for example adding a toggle or new animation (Or perhaps removing an animation for a bodypart that is deleted, for SFW purposes?), but the instructions that mention it directly specifically say to put it back to "None" after finishing that work. Which is why I questioned if it was important somehow. But if I can ignore it entirely (leaving it exactly as it is), then that's something I can do. 😅
ive left stuff in that slot on newer sdk and it made my preview (before selecting av in vrchat) funny
, didnt see it on older - i use some animation before av is initialized
yeah I noticed people say to set it to none but I've never observed any issues with just leaving whatever I last worked on in there.
I can do that. Doing nothing is a particular talent I have. 🤣
hmm I actually have a question today: what bizarre situation could cause an animation layer weight to be ignored, such that the layer is active when I specifically set that to 0?
Maybe it's something about Lyuma's emulator here..
why the hell is it like this!?
be specific, explain what you mean by "this"
Wish I could help, I don't even know why weight is a thing, yet. "Set it to 1, or it won't work". That's literally everything I've ever heard on the subject. 😅
the eyebrow textures,the black thing there
yep, and yet, here it is working still
this is what Thulen was saying about quest shaders not doing transparency and having to cut out mesh. VRoid avatars use transparency - find your base texture files, click on them, and in the inspector, select "alpha is transparency".
Unless quest, in which case this doesn't work.
the ones that go in the "base color" slot
base colour?
... in the materials?
I don't know what shader you're using so I don't know what the specific label for that slot is.
might be "albedo"?
i dont use any shaders
oh ok
so I'll assume "standard" then.
if this is a quest av, you really need to go back to blender and atlas , zero reasons to have many materials on a vroid
"Shader" is a Unity word for "Textures and everything that goes into making them work". Unity likes to use their own terms instead of what makes sense. 🤣
ok what the hell - if I move the gesture layer to layer 2 instead of layer 1, it's still active but it works properly. in layer 1 it seems to be doubled
ah ok
wow yeah, this is due to Lyuma's emulator - I use gesture manager and it works fine. what the heck.
goes to have lunch instead.
A better plan altogether. Enjoy. 👩🍳 🤌
also is it normal that the face turns invisible if i get too close to the model?
Wasn't sure which to screenshot so I just did the animation itself and the transition. The toggle that I'm having a problem with is the one called 'Real mouth'
disable
its very bad to have on 
instead of doing it once its doing the transition 100000 times a minute
(never counted)
OMG tysmmmmmmm I knew it was a one click fix but I could not find how to do it anywhere since I've never done animations before. You're a lifesaver
i give up,the camera is an nightmare
i got my camera somehow so messed up that its by 1.335 on every ankle
or whole lot of numbers on each ankle
did any recent update break animations or something like my tail is just isnt wagging
unity is my new biggest nightmare
ideally you could tell us which program you're using for these kinds of questions
unity,what else
blender i only used for extracting
blender?
but yeah, there's a clipping setting on the viewport camera
(no idea where it is in unity)
is it normal or not?
yes
ok good,i give up anyways,the camera in unity is a fcking nightmare
it makes NO fun
heh, I use blender, unity, and substance painter regularly - three different viewport navigation methods. So annoying.
i think ill quit vrchat as a whole
Ok
you could always purchase an avatar from the market or something.
i dont use money on that kind of stuff i only use my money for something usefull like buyng groceries/water
or food in generall
fair enough
Just give up
will do
Ok
i already encountered like 20
i hope the staff team banns them
i hope yall had an good day anyways
I didn't know where to go but anybody know a good avatar marker who charges for reasonable prices and has proof of doing it before if so please DM me (furry avatar)
VRC Traders discord, link is in #1204490664637890580
Ok. This isn't an airport. You don't have to announce your departure.
Don't have perms in there (need group)
Que?
I am not there, I can't help you beyond providing a link.
I am. They're not in the server currently.
You don't need special permissions to request a commission, you need them to take commissions for money.
That's to avoid scammers, and people who lie about being able to do stuff, btw.
Any1 else’s unity do this when you try to upload?
is that a old laptop?
there's been talk about networking issues again
server down or what
hmm, to me "server down" isn't "network issues". But no, people have talked about issues like that one and solving it by using a VPN or turning off IPv6 in Windows. I have no further information, it doesn't affect me and I don't use Windows.
yeah server down isn't a network issue it happens for everyone having a good network or bad
Server down happens when it's hot in the restaurant and they don't give their wait staff any water.
LOL
That's not cool, gotta complain to those places.
Of course it's not cool, if it were cool they wouldn't be going down.
Yep, lmao
what is causing my avatar gesture animation (tail wagging) to work in unity but not work when uploaded? its so weirdd
Make sure it’s in the FX layer, the parameter exists, and Write Defaults is off. That usually fixes it.
@somber sequoia would you be able to help later today
?
the past 2 avatars i've tried to make, they have been laying flat on the floor ingame. Any help would be much appreciated
did you go from Blender?
yes, did you make the model in blender and export it from there into Unity
the armature is exported from blender
then in Blender, make sure the avatar is standing upright with the +Z axis up, and facing in the -Y direction, all object origins at the world origin, and all transforms applied. And don't mess with the orientation settings in the FBX export dialog, the defaults are correct.
how do i put all the objects to the world origin?
make sure the avatar is standing on that point (it probably is), and put the 3D cursor at the origin, then for any object you can go to the menu, Object -> Set Orign -> Origin to 3D cursor.
ngl i just took a premade vrchat avatar rig from sketchfab because i dont know what the rig is supposed to look like
but i think its right
how i have it now
there's a pin in #avatar-rigging of the ideal humanoid rig, good for reference
oh ok
your av3 broke/old - update or remove
its the integration with gesturemanager script so either of them
Can I remove gesture manager safely?
yes
That only affect what using gestures on unity right?
it's just for testing the avi
its handy to test av 3.0 stuff
they're both for testing
I think reopening the program fixed it
how do i make it so the audio plays before the animation does as a toggle
you have to reduce the texture size or remove the unused assets..
ah I should update that, maybe that's why mine is currently buggy
what's happening..lol
Idk
My suspicion is that VRC is a tidbit wacky rn
Which worries me because I have a model to finish.
Will the quest versions downloadable size ever be increased from 10 MB?
considering its mobile hardware
Probably not, no.
very unlikely
retire quest 2 first maybe
sounds like a skill issue
but learn to optimize its not hard to get <10mb compressed avatar
my pc only avatar is well under the 10mb limit and doesnt look like shit
its only some models, some models look trash some look alr
so a skill issue
gotta use what you are provided not try to get around it
I'm having the weirdest issue ever.
If I disable a game object from my hierarchy, then click on the VRChat SDK, the gameobject I disabled instantly reenables itself.
Someone help :/
could be one of the several scripts that thing is probably using to be built
I seent this issue recently somewhere else. It's usually caused by-yep
What Diven said
.. does that say 827k polys?
Something in an animator controller is triggering to do th-OH GOD WHY
average mashup
Ignore that, I'm testing outfits
I just ran into that issue, it even occurs with base Moe without nnothing on it, I'm super confused
ex-fuckin-scuse me?
Try disabling the object, then press Ctrl+S to save the scene, or click “Overrides Apply All” if it’s a prefab. That should stop it from reenabling when you opn the SDK.
Looks like Overrides > Apply All works. The thing is, I didn't have to do this, say, yesterday-
I really don't know what has changed
ok
Oh my bad would you be able to help me with my Avi later today
anyone in this channel can do so
Except me, I don't know anything about avatars.
manage to get my tail to vibrate it was the plane collider
but recording it fails cause of the low fps this snip tool uses i guess
vibrates alot more ingame
oh nice, always good to be able to reproduce bugs
I cant find the view position marker in unity. What happened to it?
that's pretty zoomed in, is that the whole avatar kinda reformed into a blob?
oh you did fbx all, good. Was the avatar prefab unpacked?
no no, don't
try setting it generic then humanoid again
try turning Gizmos on in the Scene view, make sure you’ve selected the armature or descriptor, and check that the VRC AvatarDescriptor is still on the avatar. It can also disappear in prefab mode or if the scene isn't showing every thing.
Everything is all good in blender, but unity says otherwise. How does this happen and how do i fix this?????
i had an old avi i worked on like a year ago before the size limits were changed and i didnt really know anything abt optimization, just got back into vrc and noticed hes unavailable for use but dont have his files anymore, i was wondering if theres anyway to retrieve it in unity via the blueprint id or is he lost to the void?
(i assume so but figured why not try askin)
Im a bit new to the whole blender thing, and have recently stumbled upon an avatar in vrchat based off A certain character named chain from a decently popular roblox game, however the legs are a bit stiff not moving much from the waist/pelvis area. And I'm not sure how to fix it. If I could get some advice on how to fix that up as well It'd be nice, but My main problems are the following:
Importing a CERTAIN model from a roblox game called chain. With the VFX (If that's even possible. i'm willing to make them myself if needed but the Effects are on the model and it would be a waste of effort if I could just get them from the model itself.)
Actual rigging on the avatar so that it works for full body tracking. I've used ti before with other r6 roblox avatars but no creator that makes said avatars is actually down to help me with how that works.
Importing the roblox model from the roblox studio to blender.
As I said if the VFX thing really is impossible or that much of a hassle I can live without them but it would be nice to have.
(The models are free to use, found them in the roblox toolbox and as far as I'm aware the creators of chain don't actually care whatsoever.)
This is the only server I have to send this too Im genuinely lost 🥀🥀
I'm trying to figure out how to turn off the animator at the end of an animation (for a death) on a vrchat avatar and I'm asking here to see if it's possible
You can’t fully turn off the Animator in VRChat, but you can make it play the death animation and then transition into a final pose with no exit. That way it stays in the “dead” state and doesn’t reset.
the death animation stops at a pose where it is meant to ragdoll because its a valve animation
probably worth noting its generic rig as well
generic is a pain to animate - otherwise you could just grab a death anim from mixamo
works on anything humanoid
im not animating it- its got pre ripped animations directly from L4D2
i just need a way to make it ragdoll
That usually means the hand bones aren’t mapped right, or the fx layer is missing the gesture blend tree for hands.d ouble check your rig config, Animator fx layer, and that the gesture parameter and avatar mask are set up properly.
to check click your avatar, go to the VRC Avatar Descriptor, and look under Playable Layers. If FX is set to Default, switch it to Custom and assign your FX controller. Then open that controller and check if it has the gesture blend tree for hands.
How do you not made face blendshapes mix with facial expressions? Like how do you make the right hands gestures override the left hand?
check for the blend tree in the right hand gesture layer if there isn't any then you have to set up one
make sure each face animation includes all relevant blendshapes, even at 0%, and use Write Defaults OFF. For hands, make separate FX layers for left and right, use hand specific masks, and only use the correct gesture parameter in each that stops gestures from clashing.\
😓 uhh ok I'll try
bump
Is there possibly any videos about this?
Does anybody have any Ideas why the animation isn't playing when I toggle the "Fist" Gesture?
Thank you for your advice, I will give it a try, to see if that fixes anything thank you for your help and I will let you know if it didn't work
How do I make sure VRChat SDK 3.0 is imported and can someone tell me this issue. I am confused
Why do imposters sometime not generate? Saying sorry, an imposter could not be generated. It's a normal humanoid model, what could be some reasons this doesnt work?
Why would my expressionMenu be blank like this?
Ok, I was able to fix it by turning everything into a 'toggle', then back into a 'button'
So is there a way to make an object constrained to a specific point and then move it to another point by blending weights?
constrain two empty points, use weight animation to constrain it from 1,0 to 0,1
ie object uses two constrain sources
Right but how do I make it snap to the positions?
wha
with 1,0 its on point 1, with 0,1 its on point 2
feel free to animate it however
I was under the impression that it just started following the behavior of whatever it was constrained to
If that makes sense
well ye
Not actually changing transformation
but if you have say 0.5 0.5 itd be inbetween two points
You can't animate something constrained though can you?
you csn animate weights
Yes that much I understand
so, whats the question
Okay lemme visualize it
I've got a WIP Deltarune battle system and right now, the soul (heart) is parented to the box. The box is in a holder that uses a rotation constraint only constrainted to the Y axis of the chest
I want to move the soul into the avatar's chest, but the box which it is currently parented to is only constrained to the chest via rotation on the Y axis
I want the soul to fly into the chest and be parent constrained on all axes
well, add parent constraint to chest with 0 weight and 0 offset
animate rotation one going to 0 and parent going to 1
not gonna lie, never tried to mix those but should somewhat work?
Well the SOUL Holder is the one with the constraint, battle box needs to stay where it is, and SOUL needs to go into the chest
So I guess I probably have to do a little reordering
not sure, what happens when you just parent soul and wiggle it 0-1 weight?
could be enough
Where i need to create a skin on mobile?
You need a pc that can run unity to create avatar.
😦
how do i make it so the audio plays before the animation does as a toggle???
edit your animation so it keyframes start later as the easiest way? or add an extra state in your animator with some exit time and move audio part there.
thank you
hm tho if its an action layer then getting a tracking control to also hit later makes it way harder, i was talking fx
for that case to not untangle action layer probly easier to have your toggle for some music layer in fx, and then parameter driver in that layer setting some param to toggle an animation
ahh i see
Question, if I've completely applied an object like clothing or an accessory to my model's armature, I can remove other objects associated with my model from the collection hierarchy to individually export it, correct?
Depends what you intend to do afterwards
also, im unsure what you mean by "collection hierarchy" - i know youre in blender but you can also export "selected only" so im not sure why you would work with collections?
the collection in which the object is does not really matter
but then again, in the export window you can use "export selected objects" as well
Gotcha, yeah I wasn't sure if I needed to remove the other parts and just keep glowsticks in the armature.
if you intend to use vrcfury armature link in unity to merge the asset to a base, then yes, include the armature
but then you can just select armature and the mesh, export selected, boom done
soooo i downloaded this buti dont know how to use it it simply came with few pngs it also had no explanation whatsoever
those are textures for VRoid models
you use them in VRoid Studio by pressing the button that imports a layer
thats what i use
having now an weird bug by the model
that's normal
thats normal?
VRoids have a lot of transparency and cutout
i was literally almost giving up yesterday bc of this
if you want the model to work for PC, you need to set your shaders accordingly
if you want it to work on Quest, you'll need to do some blender work
so set the pc shaders to cutout and the black parts will disapear
aight
imports layer?
the first one is add new layer
the second one is import an image as a new layer
it's above the layers list on the left when you click "Edit texture"
...
you do
it's not possible for your VRoid Studio app to not have that button if you're using it on a PC/laptop
i just go back to modding fromsoftgames
cool
i hope you had a great day
Can someone help me with what I posted over in #1398557733816500315
make sure that you dont have physbones affecting any humanoid bones, usually jitter comes from those
How can I check that?
I purchased an avatar and it has issues where the outfit hides when I join a different world. One world I'll have the outfit I want, the next one everything will be off. Is there a way to fix this?
is the toggle made with vrcfury?
av3 toggle
the parameter for the outfit needs to be set to saved in the parameters then
would I do that in the layer? or the the main parameters?
parameters file
okay thank you, I'll try that ❤️
it's set false and already "saved" and "defaulted"
ty for the help I fixed it :3
Hello all. I recently purchased an asset and am a bit lost to where all the textures go on the inspector tab, any help would be greatly appreciated! Can share my screen in a call if anyone is available to help out ❤️
Textures are bundled into materials. Materials are the displayed as orbs
If your asset didnt come with orbs, right click in your asset window in any folder, create -> material
These material obs then go to the material slot on the mesh objects
Yeah the orbs are the hot pink color so was just trying to add the textures to the assets manually
Pink means the shader is broke
Does your asset list a dependency on a shader such as poiyomi or liltoon which you missed to install?
i says it was with "Poiyomi V9.0.57". i have poiyomi pro added to my project
If you set the shader on the orbs to your poi version it should fix itself
Gasp. Thank youuu!
I'm not sure if this is the right chat for this question but would it be better to use physbones on this or a fur shader if I want gentle physics
Fur shaders make it look fluffy, and they aren't mutually exclusive with physbones. There are some shaders that do slight waving motion, usually intended for foliage, so you could use those. If you want the physics to actually react to your movement though, you're gonna need to use physbones (or constraints if you want to go through the hassle lol)
why does the prefab not update when i switch out the fbx with an updated fbx the clothes i addeed on the updated one arent there
Have you unpacked your avatar?
If you did, thats bad and the reason why its not updating
i didnt unpack it
did you actually replace the fbx or import it as a new one
replace
have you tried just dragging in a new copy of the fbx
yes
and is it there
its on the fbx yeah
Must be unpacked then
how do i unpack it
you dont
more likely you did something wrong
i didnt
at some point you did something that caused it to be unpacked
i did exactly what i always do close unity delete original fbx replace with updated one and rename with original name
but somehow in the prefab it doesnt update
Why would you delete anything
the body does but it doesnt add aditional meshes
did you drag in the fbx or a prefab
prefab
creating a prefab variant unpacks it from the fbx
put fbx into project. drag fbx into scene. pumkin tools to copy stuff over.
Also, dont delete your fbx from the project. When you export from blender, straight out export over the existing fbx
You also don't even need to close your Unity project - it'll update immediately when you overwrite
is there just a way to force update the prefab
no
alright so then itll just be seperated clothes and rig and join them using vrcfury
or just yknow drag in the fbx?
That's how I tend to do it myself as well, easier to let Fury join the armatures IMO
the fbx is not the prefab i aint re adding all dynamicbone values
cool you straight up ignored kazin then
Kazin gave you a solution
✨ pumpkin tools ✨
bruh using vrcfury is way faster
I'm used to it 😉
does anyone know how to fix these errors?
have a look at the first red error
so im trying to make a minecraft avatar, but my walking animations dont work. i probably didnt set up the standing blendtree right, but can anyone help me? I've never made custom walking animations for avatars before.
Hello everyone !
I got this error message today, i never saw this before. How can i fix it ?
I'd probably start by making sure all your packages are up to date
Everything is up to date
Can somebody help me out with this weird weight painting issue?
2 Vertices on the bottom of the coat move along with the Chest bone.
Tried every other bone and its definitely the Chest
Everything else beneath the coat (Leg, Pants) are behaving normally
I've gone over the Vertices with Weight: O Strength: 1 Falloff: Projected a million times
I tried gradients with the same parameters
Ive deleted the verts and and edges and still nothing
At this point I'm willing to sacrifice a goat if it would work.
edit the mesh, select the chest vertex group, it'll show you what's there. Remove verts that shouldn't be there.
don't try to paint to hit 0 weight, just remove the verts.
I know you said you deleted verts, but are you sure? maybe you missed some
selecting them is an easy way to see it. ALSO it might be not the chest bone but a child thereof, you can find the vert itself and select it, and in the "item" box in the 'n' popup, it'll list what weights it has
Is it better to make it all red for head or leave it like this? Strands have their own bones
it's best to paint it such that it moves how you want - the actual color or weight values aren't as important
that seems reasonable at a glance, but does it move right?
I haven't tested in unity, but when moving bones, seems to move normal, of course, head doesn't move strands because they are affected by strand bones but in unity it should work perfectly fine.
in blender is there any way to make cartoony fluff quickly?
like this is two diffent ways ive been doing it but both just look wrong to me, is there any tips on making cartoony fluff for a scarf?
hi there, attached is a model I've had fully made, textured and rigged in blender. i want to make it a VRChat avatar, but when porting it to unity i have a lot of issues, with textures mostly. the biggest one is that as you can see the model has this neat effect on it's limbs where the main body is orange with a lighter orange area around it. in blender this uses materials with emission and mix shaders. unity can't seem to recognise this, and instead the outer part is impossible to see through to show the darker orange part inside. any idea how i can fix this?
Matcap? Rim light?
I don’t know a thing about unity I’ve got no clue what this means lol 😭
Anyone know how to fix this in unity where everytime I click the checkmark it unchecks itself and makes it dissapear
ive been removing sps from an avatar and i got these errors :/
i dont know where tu turn off the bake thing with vrcfury
it's because you have some vrc component on your avatar
how would i remove it?
Anyone know how to upload Avi's? I just bought one, and didn't know what file I needed. Was wondering if someone could help me figure that out? I'm a questie btw but I want it to be pc compatible too
Read the instructions one and it didn't help
Get either of those middle packages, obviously the quest one if you use a quest
then this is a good place to start: https://www.youtube.com/watch?v=bSwMz4WcajQ
would it be one of these?
I meant "VRCFury component", but apparently mis-typed, sorry about that. So yes, those that say "VRCFury" will trigger that build hook.
the SPS-specific one though isn't one of those, not sure where that might be.
the new vrc update did something really weird to animations
for some reason, now the head doesn't look up and down as much as it used to.
Would anyone have any idea as to why my avatars appearance changes whenever I open the SDK? I recently got a new computer and had to transfer all of my bigger projects & this avatar in specific is just acting strange when opening the SDK. The pc side increases in saturation & his fishnet disappears and my quest avatar his skin on his body and head just turn solid black. 
I have an avatar that I bought and uploaded for PC and it works great, but I'm trying to make it Quest compatible so my friends can see it. The main 2 issues I'm having are:
1- how the model uses Poiyomi toon shaders for glass lenses and I don't know how/if you can make quest textures/ materials transparent at all. (and when I try to remove them, they just become missing textures).
2- There's a blank material that's unlit/transparent that I also can't transfer to quest without it being black or pink.
(I feel like I'm missing something, but I've been looking up tutorials/ guides for several weeks and always getting stuck on these 2 things).
1: nope, you'll have to cut out stuff that shouldn't be seen, or work around not having transparency.
2: again, no transparency, so you'd have to remove the material slot in blender or cut out the mesh that shouldn't be seen
thanks, though now I guess I'll have to figure out how to do that in blender
Could anyone help me figure out why my Avi is going nude when I sit h back into it after switching avis
And when I switch worlds
probably your clothing toggles are default to off
woah those eyes are really cute/pretty
I'm currently struggling with a thing called "tiling" and matcaps.
I have four separate materials, which isn't good and takes up too much space. So, I'm trying out tiling for the first time.
how would i achieve this face mosaic effect? is it an asset i can buy?
yeah its an asset
where can i find the asset?
im looking
i know it had the word mosaic in it, but i can't remember if it was on gumroad or booth
i appreciate you looking, ill try to find it
good luck
is it this one?
https://github.com/AkaiMage/VRC-Cancerspace
or maybe this
https://yodokoro.booth.pm/items/3370660?ref=jinxxy
yeah thats it
anyone know why the lower body thing isnt showing
can anyone help me with this issue asap??? it happens everytime i export from blender and copy using pumpkins
please explain "this issue" in words for those of us who have never seen your avatar and don't know what to look for in your image
the textures being completely messed up and the body being transparent and not having a texture even tho unity shows it has the textures on it
she originally looks like this
transparent here might be flipped face normals? You might have to check face orientation in something like Blender.
Otherwise, I'm not sure what "messed up" means not knowing what "not messed up" would be here.
if that helps
ah thats a clue - and what did you do to go from "originally" to "wrong"?
i added a jacket onto her and parented it to the armature and then exported it
in blender? could be that re-ordered material slots
okay let me look through normals and the material slots and see if any of that fixes it thank you for that!
yeah any time you join objects there's a risk of the material slots ending up in an order you didn't expect
I tend to do the joining carefully to try to preserve that
can somebody help me with this issue? this is my first time making anything vrchat related and this is all so confusing, when im using gesture manager (apparently to playtest/showoff the avatar) it just breaks the arms and legs and puts them in spots where they werent originally, and it all looks fine in edit mode, let me know what you think 
your avi should be facing -Y, most likely you have it backwards
or left/right got confused
-Y in blender*, in unity its -Z i believe
im working on this and facing 2 big issues.
1: when im configuring the avatar definition, a lot of issues appear despite having linked all the bones properly. also for some reason when enforcing t-pose the feet lock into a weird position
2: despite linking everything properly with the bones and using the avatar descriptor, no movements from the gesture manager work at all. the only thing that works is changing the avatar size. ive seen that it could be an issue with my playable layers as the base has 3 options: base, action and fx. all are set to "none" and i dont know what i can put in there if this is what's causing it
if it has any import errors in model import, itd fail setting itself to a humanoid
and nonhumanoid has only 3 layers instead of 5 and no animations
would that impact the gesture manager? im trying to toy with it but literally none of the animations work and im trying to figure out the root of the problem
root of problem that it is not a humanoid rig as far as unity/vrc is concerned
https://discord.com/channels/189511567539306508/390924372782612480 then pins then make sure it has every bone (except uh fingers?) in the right order/hierarchy, not just present
the avatar was rigged by the person who modelled it but it seems to have all the bones needed? unless im missing something which is incredibly likely
tbf thats a weird bones preview, i have no idea what am i looking at
yeah i dont know why they did the bones like that
but theyre at least color coordinated
green is the spine, purple is the skirt, orange legs red arms and blue head
thats decent two finger rig, mske sure your bones are kinda like this. names msy differ no prob, but no extra bones inbetween or missing bones or being paranted to different bone (except upper chest, its optional)
looking at blender this is the armature ive got which is uh. a lot more than what you've just shown me lmao
welp, it has physbones, thats fine. but it also has blender ik ones and thats not going to fly. send pinned img form #avatar-rigging to your artist cause this now is too far from what unity/vrc can use
alright sick, thank you so much for the help man 🫡
okay i was waiting for other people to get their issues fixed but the method didnt work, i also forgot to mention that it was also happening in the humanoid editor so it might be something in there 
could someone explain why this is happening and how to fix it
i only added a material and set it to transparent
,,set it to not transparent?
then it wouldnt have transparency
yeah this aint it
idk why using transparent fucks up the normals or whatever
prob not whats actually happening tho but argh
Is there a way to increment a parameter that isn't framerate dependent?
- parameter driver
- AAP
what is the use case for this?
it's easier to give more detailed answers if i know what you're doing
AAP?
Right now I'm using a parameter driver every frame to make something move with a 2 direction puppet
Is there any way to have the coat not clip into the legs?
It already has colliders and limits, and they seem to work when Im just moving the model around.
But they seem to get ignored in Gesture Manager.
It means "animated animator parameter". You can put float parameters in animations to control their values. Keep in mind that this is local only and cannot be synced or accessed by parameter drivers. The only way to sync this value is to animate contacts to get the value and add the contact parameter to the synced parameters list.
Again though, if you let me know what you are trying to do I can be of more help
Well what you described with parameter drivers IS what I'm doing
But it's framerate dependent
Hey, Id like to have a set of clothing turn off when I toggle one bit of clothing, how could I achieve that?
like, If i turn on one shirt I want anything I have already turned on toggle off
How do i fix this?
Hey! I'm very sorry to ask, but does anyone mind doing a texture bake? A simple rig would be even better too! (I'd ask if it's possible to add the loco emotes too but I won't ask that much!)
Been at it for over an hour trying to figure it out myself but it's too confusing..
broken script or shader in your project
If its done with Blendshapes, you can use a VRCFury Toggle Component
Just click the + button after you entered your first Blendshape to do a second one at the same time with the same action
insanely confused, after having this issue i had my artist go back and simplify the rig (theres also bones for the dress physics not visible rn) and now when im in the avatar definition and i enforce the t-pose it's a mangled mess despite everything being linked properly. every time i press enforce it just swaps between these two images
@timber wharf really sorry for the ping my friend but you were very helpful in letting me know what to do and im a bit stumped
alright alright big updates very sorry for spam
i've uploaded the model as an fbx into unity, and have been messing with the avatar definition. i FINALLY know how to set it up where every bone fits perfect, it does not get mangled, enforcing t-pose works etc. so i press apply, done. and then the next time i go back to configure all of my changes have been reverted entirely. i don't know whats causing this and any help would be amazing
had to show this off again, during testing using gesture manager, the arms break and mess up and i have no idea whats causing this, first image is from scene mode, where its perfectly fine, others are from play mode, last ones from humanoid editor. 
I don't know why the textures when I use a smart material in substance got this weird lines on em, help?
normal maps im pretty sure
but in substance painter? i baked everything and it's like that
Once again, the [UNKNOWN] state is causing issues when I'm trying to debug my avatar
Has anyone found a fix for this?
Uv maps overlapping
you can usually move the uv dup off to the side by 1 and then go into the mesh importer and increase the max limit of allowed uv maps by one or however many you need
Wait huh, how do I move the uv maps that are overlapped, that's in blender?
If you could explain it wold be awesome, I was killing my head over this and google is no help
just click L on one of the uv maps, the one on his face, bottom part, and if it selects the entire face hide that with H, then if there are smaller ones drag those right. this menu at the bottom pops up, set x to one then do that with all the dups. you can sometimes tell theres a dup if its grayer in one area. as shown in the pic by my overlapping UVs
also yes, in blender
orrr you can just let substance painter redo the UV maps
hmm
how can I do this though?
its in the import settings when you first make a new project
i'd have to boot up substance painter. Maybe try resetting the normals first
usually thats my problem 🤷🏻♂️
after several months i still have the issue where whenever i try to upload theres a 80% chance that it pauses at a random % when file uploading and then fails to upload with no other error log than "failed to upload file", anyone got a clue? Its fairly annoying to have to attempt to upload an avatar 5 times to get it to actually upload, especially with the 4 minute compile shader time
Ohhh hmm
I'll try the uv remap
are you redoing the entire face and not using the og textures anymore or just adding to existing textures?
how so? i don't understand
the uv map will not stay like this if you let substance painter redo the UV. Im asking if you plan on using this layout still? aka the texture
because if you are, dont let it redo the UV
okay yeah i didnt thought that, yep i use all of it
the same layout i mean
then what should i do?
alt + n, right?
imma try
or am i mistaken
yeah
reset vectors right?
pero claro que si
face area?
Face Area tool adjusts the direction of vertex normals based on the relative size of adjacent faces
imma export it with vectors reseted and try in substance
good luck
hi, I'm building my avatar using VRMtoVRChat converter, but I'm really new to avatar in VRC (first time) I get a lot of errors that I don't understand
i have no idea what these things are🫠
If they aren't red no worries, for most errors that specific part comes with an auto-fix button so you'll catch up quickly
For some avatars the part that says "overall performance" will be red but that's not an error, just kind of quality control
the only thing i see concerning is if a full body user uses your avi, the hip will flip upside down
its exactly 180° the wrong orientation for vrchat standards
but outside of full body tracking it wont cause issues by itself
i'm making it for quest
and my computer isn't vr ready
how do i delete skinned mesh renderers
skinned mesh renderers are the objects that you see, so like your body or hair
ok
its better to merge them to one rather than delete them
or do you want to delete your hair
no
you're welcome, I really hope it works for you
it was made in Vroid
You're too kind! May I add ya'?
vrchat avatars are fbx models that are edited in blender or maya (paid)
what for??
Friendship? If you want to ofc
so how would i do that with a .vrm file
and how old are you??
20, don't worry I am not trying nothing
I just trying to find friends damn 
If not it's no biggie
i just wanted to make sure you werent a minor, im 21 😂
Thanks for the help tho! I really aprecciate it
this is why people use blender and not unity addons that allow no further editing
Oh hahah, no worries
Sometimes I do the same
I thank ya' kindly
im not going to be super talkative so if you need my attention just send a gif or something
Hi hi!!! I was wondering if anyone could tell me why this is happening? My friend told me it has been happening possibly bc of an update but - I really dont wanna have to start over. Also streaming mini maps was fixed.
The blue print also was cleared aswell.
Alright alright, no worries
I am talkative sometimes so, friendship complement hahah
NO MY gif
weird
Apply a solid fill layer with no material. Does the issue persist?
A what with the what
a fill layer
it should be the bucket symbol
set the color to something you can see easily
like not white
and observe if the roughness comes back or not
how do I remove material slots
i assume it wont and that you used a smart material before
or merge them
that requires atlasing (merging) your textures
a rather advanced thing to do
i have 2 things i need to do and i have no idea how
They still are kinda visible + color dissapeared
see if there are any baked mesh maps assigned
and also please show us the layer hierarchy
you could go to the vrc traders discord and request a freebie to do that
I did bake beforehand
But how do I know if they're assigned
A smart material
When I hide it yes it does go away
But those symbols only happen to the face, not the body
Idk why
so now you know what causes it
magic ig
open the folder of it
Kay im here
are we gonna disable things one by one?
to find which layer it is
thats a good idea yes
and then it will likely be in the settings of that layer as normal
something like "normal strength" slider or similar
Okay found two layers that make that
Material mode it's set as fabric_silk
guys how do i put a vrm file into blender
please make an effort to look things up yourself, too
i have a humanoid model that i use for multiple avatars but for some reaosn gogo makes the neck broken on some of them but not others. any idea why this would happen?
its like it will make the neck go way off to the side of the head
ok it seems to happen without gogo actually but i still dont get why cuz both models use the same skeliton
so idk why they hav diffrent neck movments
share pictures of your avatar with the armature visible and the issue youre describing?
Does anyone know why, when in play mode, bone position/rotation changes from default? I've already applied transforms in blender and it didn't fix the issue. This is affecting my eye bones so it's pretty integral to my avi ;-; Thank you in advance for any help!!
try to set the rig to generic and back to humanoid
ill give it a shot! thank you
The last time i encountered this i think i used pumpkins avatar tools to reset to T pose and i believe that fixed my issue
ok i think the issue is that i had a extra boon next to the root bone that i use for a pet follower
and for some reaosn that bone makes the next movements all messed up
i guess i need to make this bone be located somwhere else
since that bone will have a oparent constriant that makes it independant of its actual parent boens transform i guess it doesnt mater where i put it
as long as i put it somwhere where it will not mess up the neck
its more likely that your humanoid rig setup uses that bone as hip or root bone while it shouldnt
have you checked your rig setup in unity
another thing that tells me somthing is wrong is the torso collider on the rig with that extra bone by the root causes the collider to be super long
like the torsos capsul will go all the way down to the feet
but then when i make a version that doesnt have that pet follower bone it auto genorates correctly
dont rely on auto generation
thats the default option that the sdk has for the hand head and torso colliders for avatar interactions
its based on the rig
ye it genorates fine for every rig execpt the one that also has the neck issue
so i guess the pet follower bone is messing up the rig and making it think the root bone is somwhere else
i will repeat myself
for this messed up avatar
have you gone into the rig tab and correctly assigned the bones in the mapping window
you can assign them yourself, you dont need to rely on how unity puts them
oh looks like the hip bone was changed to the root bone
looks like it worked if i set the colliders back to automatic in the avatar descriptor the torso is no longer super elongated
it generates like all the other armatures do
that fixed the neck issue too
thanks for the help
Can somebody help me out with sm, i bought some avi's bc yeah and i wanted to upload them myself but i cant seem to install unity or anything so i just need advice or a solution
Share the actual problem. "I cant install unity" could be anything between here and the moon
I downloaded a mmd file from deviant art
And it says it’s a RAR file ughhhhh
I wanna do the blender conversion thing
Still need help. The first image is the original that worked without a second dress and as a bool but the second image is what i need to stay (as the toggles work) but to work like the first one with the parameter driver
Hi!! so I'm trying to figure out how to atlas my textures using cats. it seemed to work fine, I checked the UV layout over the textures and everything and it all seems to be in place for blender. however, in unity it slaps random textures onto the model portions I am trying to apply it too. how do I fix this? ( I have attached the blender look, the uv layout, and the unity appearance.)
You seems haven't setup material.
It’s a mmd model from deviant art
I’m using the cats blender plug in the fan made version
Can I dm you ?
No.
That's irrelevant. You have to setup material. See the material panel is empty? That mean you haven't setup material for it.
Ok !
ive been unable to get vrc creator companion to open a project, everytime i try to it opens this location in file explorer.
Have you set Unity installation path in vcc?
im pretty sure but, how can i double check
In Settings.